Setting Tessellation Parameters

To apply tessellation to an object and set parameter values, complete this procedure.

To apply tessellation to an object

In Material Editor, click Tools, Material Editor.

In the left tree, click to select the desired asset.

In the right pane, under Shader Generation Params, select either Phong tessellation or PN triangles tessellation.

Under Shader Params, adjust the values of the following parameters.

Tessellation Parameters

Parameter

Description

Tessellation face cull

Specifies the extent to which vertices are culled. Because tessellation uses its own
face culling, it takes the original (non-tessellated) triangle and checks if it's
facing the camera; if not it discards it.

This can also be used for 2-sided sorting of polygons. In this case, the 2 Sided check box must also be selected under Advanced in the Material Editor.

An issue may arise when there is displacement that is visible from the camera. For
example, a bump on a cube that is rotating is still visible for a while, even though
the cube face is no longer facing the camera.

Setting this parameter to 0 means no face culling at all, while setting it to 1 will cull anything not facing the camera.

Tessellation factor

Specifies the density of the mesh triangles

Tessellation factor max

Used for objects that are at a fixed distance or range from the camera to get rid
of geometry “popping” artifacts. This is useful for cutscenes.

Tessellation factor min

Setting this value to 1 means that it will be always tessellated at level 1, even if the object is far away
from camera.

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